Ice, Flow, nowhere to go.

This commit is contained in:
Nitsud Yarg 2024-06-30 14:03:15 -07:00
parent f35ab3703b
commit 7e03daa236
5 changed files with 61 additions and 15 deletions

View File

@ -147,7 +147,8 @@ position = Vector2( 1101, 328 )
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
modifier_name = "ice_flow_nowhere_to_go" modifier_name = "ice_flow_nowhere_to_go"
jerk_factor = -80.0 move_speed_modifier = -90.0
move_modifier_move_acceleration = 45.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ice"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Ice"]
position = Vector2( 83, 9.5 ) position = Vector2( 83, 9.5 )

View File

@ -31,8 +31,12 @@ func receive_modifier(incomming_modifier :StateModifier, is_adding_modifier_oper
#var mod :StateModifier #var mod :StateModifier
if is_adding_modifier_operation: if is_adding_modifier_operation:
print("Player Received modifier:", incomming_modifier.name) print("Player Received modifier:", incomming_modifier.name)
if movement_state_machine.current_state is StateAnimatedActor:
movement_state_machine.current_state.physics_modifier = incomming_modifier
else: else:
print("Player Removed modifier:", incomming_modifier.name) print("Player Removed modifier:", incomming_modifier.name)
if movement_state_machine.current_state is StateAnimatedActor:
movement_state_machine.current_state.physics_modifier = null
func touch_the_thing(the_thing: Interactable) -> bool: func touch_the_thing(the_thing: Interactable) -> bool:
print("You see! a THING...", the_thing.name) print("You see! a THING...", the_thing.name)

View File

@ -619,9 +619,9 @@ idle_node = NodePath("../idle")
[node name="dash" type="Node" parent="movement_state_machine" index="6"] [node name="dash" type="Node" parent="movement_state_machine" index="6"]
script = ExtResource( 11 ) script = ExtResource( 11 )
move_speed = 90.0 move_speed = 90.0
move_speed_modifier = 160.0 move_speed_modifier = 90.0
move_modifier_move_acceleration = -160.0 move_modifier_move_acceleration = -180.0
jerk_factor = -190.0 jerk_factor = -90.0
animation_sequence = [ "dash" ] animation_sequence = [ "dash" ]
fall_node = NodePath("../fall") fall_node = NodePath("../fall")
idle_node = NodePath("../idle") idle_node = NodePath("../idle")

View File

@ -26,6 +26,8 @@ export var jerk_factor: float = 0
var adjusted_move_speed: float var adjusted_move_speed: float
var jerk: float var jerk: float
var physics_modifier :StateModifier
##TODO: Deprecate this useless fool! ##TODO: Deprecate this useless fool!
var speed_multiplier: float = 1.0 var speed_multiplier: float = 1.0
@ -259,26 +261,60 @@ func process_physics(_delta: float) -> State:
# animation_index += 1 # animation_index += 1
func move_actor_as_desired(delta: float, x_direction: float = 0): func move_actor_as_desired(delta: float, x_direction: float = 0):
var _move_speed = move_speed
var _move_speed_modifier = move_speed_modifier
var _move_modifier_move_acceleration = move_modifier_move_acceleration
var _move_acceleration = move_acceleration
var _jerk_factor = jerk_factor
var _gravity = gravity
if physics_modifier:
#physics_modifier.modifier_properties.jerk_factor
#print(physics_modifier.name)
#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
var mod_props :ModifierProperties = physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0:
_move_speed = mod_props.move_speed
_move_speed_modifier += mod_props.move_speed_modifier
_move_acceleration += mod_props.move_acceleration
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
# else:
# UiManager.debug_text = ''
# Assuming adjusted_move_speed is set to the mood speed modifier on state entry # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
# Move speed is the base speed plus the modifier minus the decay adjusted for time # Move speed is the base speed plus the modifier minus the decay adjusted for time
jerk += jerk_factor * delta jerk += _jerk_factor * delta
adjusted_move_speed += move_modifier_move_acceleration * delta adjusted_move_speed += _move_modifier_move_acceleration * delta
var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk #Another crappy normalization hack
if adjusted_move_speed > _move_speed_modifier and _move_speed_modifier > 0:
adjusted_move_speed = _move_speed_modifier
elif adjusted_move_speed < _move_speed_modifier and _move_speed_modifier < 0:
adjusted_move_speed = _move_speed_modifier
if _move_speed_modifier == 0:
adjusted_move_speed = 0
var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + adjusted_move_speed + jerk
# A really crappy normalization to prevent modifying past the base move speed. # A really crappy normalization to prevent modifying past the base move speed.
if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier if _move_speed_modifier > 0 and new_move_speed < _move_speed: # positive modifier
#print("nope1") #print("nope1")
new_move_speed = move_speed new_move_speed = _move_speed
elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier #adjusted_move_speed = 0
elif _move_speed_modifier < 0 and new_move_speed > _move_speed: # negative modifier
#print("nope2") #print("nope2")
new_move_speed = move_speed new_move_speed = _move_speed
# else: #adjusted_move_speed = 0
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk)) else:
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk) if new_move_speed != move_speed:
UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed) #print(new_move_speed, " ", adjusted_move_speed)
move_component.velocity.y += gravity * delta move_component.velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier) #print(speed_multiplier)
if (x_direction != 0): if (x_direction != 0):

View File

@ -1,5 +1,7 @@
class_name StateMachineAnimatedActor extends StateMachine class_name StateMachineAnimatedActor extends StateMachine
#var physics_modifier : StateModifier
func change_state(new_state: State) -> void: func change_state(new_state: State) -> void:
if new_state.state_ready == false: if new_state.state_ready == false:
# Don't transition to unready state # Don't transition to unready state
@ -12,6 +14,9 @@ func change_state(new_state: State) -> void:
if current_state.modifier: # Current state has a modifier if current_state.modifier: # Current state has a modifier
new_state.transfer_modifiers(current_state.modifier) new_state.transfer_modifiers(current_state.modifier)
current_state.modifier = null current_state.modifier = null
if current_state.physics_modifier: # Current state has a physics modifier
new_state.physics_modifier = current_state.physics_modifier
current_state.physics_modifier = null
current_state = new_state current_state = new_state
current_state.enter() current_state.enter()